64 lines
2.1 KiB
Lua
64 lines
2.1 KiB
Lua
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-- Copyright (C) 2017-2020 DBotThePony
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-- Permission is hereby granted, free of charge, to any person obtaining a copy
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-- of this software and associated documentation files (the "Software"), to deal
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-- in the Software without restriction, including without limitation the rights
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-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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-- of the Software, and to permit persons to whom the Software is furnished to do so,
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-- subject to the following conditions:
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-- The above copyright notice and this permission notice shall be included in all copies
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-- or substantial portions of the Software.
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-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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-- INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
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-- PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
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-- FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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-- OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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-- DEALINGS IN THE SOFTWARE.
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AddCSLuaFile()
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local grabBaseclass = baseclass.Get('base_entity')
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ENT.Type = 'anim'
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ENT.Author = 'DBot'
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ENT.Base = 'dlib_espawner'
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ENT.PrintName = 'Weapon Spawner Base'
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ENT.RenderGroup = RENDERGROUP_BOTH
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ENT.Model = 'models/items/item_item_crate.mdl'
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ENT.SPAWN_HOOK_CALL = 'PlayerSpawnSWEP'
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ENT.SPAWNED_HOOK_CALL = 'PlayerSpawnedSWEP'
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ENT.IS_SPAWNER = true
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function ENT:SpawnFunction(ply, tr, class)
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if not tr.Hit then return end
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local can = hook.Run(self.SPAWN_HOOK_CALL, ply, self.CLASS, self.TABLE)
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if can == false then return end
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local ent = ents.Create(class)
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ent:SetPos(tr.HitPos + tr.HitNormal * 3)
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ent:SetModel(self.DefaultModel)
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ent:Spawn()
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ent:Activate()
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return ent
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end
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function ENT:DoSpawn(ply)
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if IsValid(self.LastGun) and not IsValid(self.LastGun:GetOwner()) then return false end
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local ent = ents.Create(self.CLASS)
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ent:SetPos(ply:EyePos())
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ent:Spawn()
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self.LastGun = ent
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self.LastPly = ply
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self:SetNextSpawn(CurTimeL() + (self.ResetTimer or self.RESET_TIMER:GetFloat()))
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return true
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end
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